/Engine/Plugins/Interchange/Runtime/Source/FactoryNodes/Public/InterchangeMaterialFactoryNode.h
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="Interchange | Node | Material") bool SetCustomShadingModel ( const [TEnumAsByte](API\Runtime\Core\Containers\TEnumAsByte)< EMaterialShadingModel > & AttributeValue, bool bAddApplyDelegate )